giftie
07-29-2013, 10:14 PM
Edited for a bit more coherency.
This is a purely theoretical build. My aims are to make a battle healer without the clerics' onus of being healbots (regardless of actual combat prowess). If possible, offensive casting ability for soloing EH, while retaining decent melee and healing for groups in EE. Weapon of choice is staff.
Design choices based on announded Update 19 changes:
One level Rogue instead of a third level Monk or eighteenth Druid. This is mostly due to the Thief Acrobat tier 1 ability Acrobatic, which gives +15% attack speed with staves. Also permits trapskills, or UMD should you want it.
Dump-stat DEX, and put all remaining points (after getting desired levels of STR, CON and WIS) into INT. With the addition of Spellcraft, INT is now an important attribute for any caster and you will want to slot it. Get Inspired Reflexes instead for a bit less attribute dependency.
Basic layout without enhancements:
Level 20 Lawful Neutral Human Female
(2 Monk \ 1 Rogue \ 17 Druid)
Hit Points: 280
Spell Points: 1182
BAB: 13\13\18\23
Fortitude: 17
Reflex: 14
Will: 20
Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(36 Point) (Level 1) (Level 20)
Strength 16 19
Dexterity 8 11
Constitution 16 19
Intelligence 14 18
Wisdom 16 24
Charisma 8 11
Tomes Used
+1 Tome of Intelligence used at level 3
+2 Tome of Intelligence used at level 7
+3 Tome of Strength used at level 11
+3 Tome of Dexterity used at level 11
+3 Tome of Constitution used at level 11
+3 Tome of Wisdom used at level 11
+3 Tome of Charisma used at level 11
+4 Tome of Intelligence used at level 15
Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 20)
Balance 3 20
Bluff -1 0
Concentration 5 27
Diplomacy -1 0
Disable Device 6 27
Haggle -1 0
Heal 5 29
Hide -1 0
Intimidate 1 20
Jump 7 8
Listen 3 7
Move Silently -1 0
Open Lock 3 4
Perform n/a n/a
Repair 2 4
Search 6 27
Spot 7 11
Swim 3 4
Tumble 3 4
Use Magic Device 3 4
Level 1 (Rogue)
Feat: (Human Bonus) Insightful Reflexes
Feat: (Past Life) Past Life: Cleric
Feat: (Past Life) Past Life: Monk
Feat: (Selected) Power Attack
Level 2 (Druid)
Level 3 (Druid)
Feat: (Selected) Empower Healing Spell
Level 4 (Druid)
Level 5 (Druid)
Level 6 (Druid)
Feat: (Selected) Quicken Spell
Level 7 (Druid)
Level 8 (Druid)
Level 9 (Monk)
Feat: (Selected) Cleave
Feat: (Monk Bonus) Toughness
Level 10 (Druid)
Level 11 (Druid)
Level 12 (Druid)
Feat: (Selected) Great Cleave
Level 13 (Druid)
Level 14 (Druid)
Level 15 (Druid)
Feat: (Selected) Maximize Spell
Level 16 (Druid)
Level 17 (Monk)
Feat: (Monk Bonus) Two Handed Fighting
Level 18 (Druid)
Feat: (Selected) Spell Focus: Evocation
Level 19 (Druid)
Level 20 (Druid)
Levelling order is to get the most skill points out of the build, not the most efficient feat-wise or levelling wise. If traps skills are not a priority (or you'd rather take UMD, Bluff or Intimidate for the Nature's Warrior Enhancements) I'd take Monk and Power Attack at level one, dropping Toughness for something else.
Intimidate is a placeholder for Spellcraft.
Two Handed Fighting is a pre-req for Human Fighting Style, which needs to be taken at some point to unlock tier 4 Human abilities (although the USP enhancement is a fun alternative) but it, or Toughness, can be changed for Precision.
Spell Focus: Evocation is a prereq for the Magister +DC twist.
Epic feat choices: iTHF and gTHF or the remaining two SF:E feats, and most likely IC: Bludgeon (not needed with Stout Oak Walking Staff, but definitely a want with Sireth). But putting at least some level-ups into STR and/or CON instead of WIS, you can qualify for Overwhelming Critical and/or Epic Toughness.
Epic Destiny is Legendary Dreadnought with Dance of Flowers twist. Either Precise Casting: Evocation and Evocation Specialist (for EH) or Lithe and Unearthly Reflexes (for EE).
This is a purely theoretical build. My aims are to make a battle healer without the clerics' onus of being healbots (regardless of actual combat prowess). If possible, offensive casting ability for soloing EH, while retaining decent melee and healing for groups in EE. Weapon of choice is staff.
Design choices based on announded Update 19 changes:
One level Rogue instead of a third level Monk or eighteenth Druid. This is mostly due to the Thief Acrobat tier 1 ability Acrobatic, which gives +15% attack speed with staves. Also permits trapskills, or UMD should you want it.
Dump-stat DEX, and put all remaining points (after getting desired levels of STR, CON and WIS) into INT. With the addition of Spellcraft, INT is now an important attribute for any caster and you will want to slot it. Get Inspired Reflexes instead for a bit less attribute dependency.
Basic layout without enhancements:
Level 20 Lawful Neutral Human Female
(2 Monk \ 1 Rogue \ 17 Druid)
Hit Points: 280
Spell Points: 1182
BAB: 13\13\18\23
Fortitude: 17
Reflex: 14
Will: 20
Starting Feat/Enhancement
Abilities Base Stats Modified Stats
(36 Point) (Level 1) (Level 20)
Strength 16 19
Dexterity 8 11
Constitution 16 19
Intelligence 14 18
Wisdom 16 24
Charisma 8 11
Tomes Used
+1 Tome of Intelligence used at level 3
+2 Tome of Intelligence used at level 7
+3 Tome of Strength used at level 11
+3 Tome of Dexterity used at level 11
+3 Tome of Constitution used at level 11
+3 Tome of Wisdom used at level 11
+3 Tome of Charisma used at level 11
+4 Tome of Intelligence used at level 15
Starting Feat/Enhancement
Base Skills Modified Skills
Skills (Level 1) (Level 20)
Balance 3 20
Bluff -1 0
Concentration 5 27
Diplomacy -1 0
Disable Device 6 27
Haggle -1 0
Heal 5 29
Hide -1 0
Intimidate 1 20
Jump 7 8
Listen 3 7
Move Silently -1 0
Open Lock 3 4
Perform n/a n/a
Repair 2 4
Search 6 27
Spot 7 11
Swim 3 4
Tumble 3 4
Use Magic Device 3 4
Level 1 (Rogue)
Feat: (Human Bonus) Insightful Reflexes
Feat: (Past Life) Past Life: Cleric
Feat: (Past Life) Past Life: Monk
Feat: (Selected) Power Attack
Level 2 (Druid)
Level 3 (Druid)
Feat: (Selected) Empower Healing Spell
Level 4 (Druid)
Level 5 (Druid)
Level 6 (Druid)
Feat: (Selected) Quicken Spell
Level 7 (Druid)
Level 8 (Druid)
Level 9 (Monk)
Feat: (Selected) Cleave
Feat: (Monk Bonus) Toughness
Level 10 (Druid)
Level 11 (Druid)
Level 12 (Druid)
Feat: (Selected) Great Cleave
Level 13 (Druid)
Level 14 (Druid)
Level 15 (Druid)
Feat: (Selected) Maximize Spell
Level 16 (Druid)
Level 17 (Monk)
Feat: (Monk Bonus) Two Handed Fighting
Level 18 (Druid)
Feat: (Selected) Spell Focus: Evocation
Level 19 (Druid)
Level 20 (Druid)
Levelling order is to get the most skill points out of the build, not the most efficient feat-wise or levelling wise. If traps skills are not a priority (or you'd rather take UMD, Bluff or Intimidate for the Nature's Warrior Enhancements) I'd take Monk and Power Attack at level one, dropping Toughness for something else.
Intimidate is a placeholder for Spellcraft.
Two Handed Fighting is a pre-req for Human Fighting Style, which needs to be taken at some point to unlock tier 4 Human abilities (although the USP enhancement is a fun alternative) but it, or Toughness, can be changed for Precision.
Spell Focus: Evocation is a prereq for the Magister +DC twist.
Epic feat choices: iTHF and gTHF or the remaining two SF:E feats, and most likely IC: Bludgeon (not needed with Stout Oak Walking Staff, but definitely a want with Sireth). But putting at least some level-ups into STR and/or CON instead of WIS, you can qualify for Overwhelming Critical and/or Epic Toughness.
Epic Destiny is Legendary Dreadnought with Dance of Flowers twist. Either Precise Casting: Evocation and Evocation Specialist (for EH) or Lithe and Unearthly Reflexes (for EE).